Volstag
Chairman of the Bored
I'm not sure if you can get much more "brutal" than hewing limbs with swords, and smashing skulls with war hammers. In other words: I'd rather be a combatant in the MA, than the AA.
-V
-V
sealman said:We are not die hards but purists.
sealman said:Anything that alters the fundamental foundation of the CIV series is bad... including real time game play. That system rewards the quick over the "reflex challenged".
sealman said:There are a number of games already on the market had does similar stuff and CIV should be focused on what CIV does best, not wasting resources tapping into the RTS field.
However, I do like the idea of cities surrendering when faced with overwhelming force.
The case could also be made that Oregon is more similar to Rwanda than to Washington. It's however an exceedingly weak case. You're not seriously suggesting that the differences 'tween CivI and CivII are comparable to those 'tween either and Doom, are you? Or even either and Panzer General?The case could be made that Civ 2 was as different from Civ 1 as any two games can be.
Garry Meyer said:What I did was changed all the strengths, movements, and so on with every unit. After about a year of messing around like this trying to achieve a more realistic results has happened. I just played a game I created and it was the best single player game I have ever played. The AI was changed as well of course to be stronger and tougher than I making it more sporting. It was great to watch all the pieces involved. Tanks going after cities and other units. Bombers attacking the border cities, not just one or two but several. Packs of land units taking on strong holds trying to weaken the human player. And in return you think I have made it to where you kick back and wait for a few until the AI uses all it's units. Not a chance. The deployments I saw the AI was fantastic. If I didn't know better, I was watching a skilled player taking me on and kicking my rear end all over the map. I had to fall back, reinforce my units, and went after them just to get my butt kicked again. This game has been going on for weeks now. Neither I nor the AI has gained or loss an inch.
My point is this people. You mess with the editor and adjust the strengths and movements and so on you can turn that game into a spectacular play. It has the ability to be adjusted to give you the war's you want. I can not wait for civ4...
mumblipegg said:This is my first post, so hopefully I don't break any rules...
So I LOVE Civ, and think it's a great game, but honestly, I think the combat stinks. I enjoy RTS games like Age of Empires/Warcraft for the battles, but I agree that Civ should stay away from real-time combat. Civ is all about planning and strategy. But I've played 2 games with "tactical combat" (Age of Wonders 2 and Master of Orion 2). Tactical combat is right up Civ's alley because it's turn based. I especially like age of wonders because the world map is broken into hexes and each hex only allows 8 units. Tactical Combat involves the hex being attacked and any units in the 6 hexes touching that hex. So with a maximum of 56 units involved in the battle, you really have to strategize and diversify your army, rather than just building a ton of tanks and have them all attack one at a time like you do in Civ3. Plus, its awesome to see your catapults lined up behind your archers, who are lined up behind your cavalry. Movement points, hit points, attack/defense ratings, line of sight (for missle units), and city walls all come into play. I think adding this style tactical combat to Civ would be the single greatest improvement they could make to the game. Anyone else tried the tactical combat in Age of Wonders 2? Do you agree with me?